King's Quest 5 - Absence Makes the Heart Go Yonder
Codes for icons:
----------------
DESCRIPTION CODE
-----------------------------------------
fancy looking M - I
fancy looking O - Q
fancy looking N - T
downward arrow - B or G
half moon - S
rectangle with thick border - Y
rectangle with thin border - F
3 horizontal lines - W
horizontal line with circle at end - J
Easily charged wand:
--------------------
To charge Crispin's wand easily, put Mordak's wand on the left platform
of the machine then throw the cheese in the machine without putting
Crispin's wand on the machine. After a few seconds the machine will stop
and a message will appear, telling you the machine did not do anything.
Put Crispin's wand on the right platform of the machine, then walk down
the stairs into the next screen. Then, go back. Crispin's wand should
be charged and Mordak's wand weakened.
Watch All Movies:
-----------------
Submitted by: arun prakash
As the game begins, Graham is in Crispin's yard. He walks south
twice and into the town. He sees a man in an alley fiddling with
a broken wagon. He talks to the man and asks if he needs any help.
The man says no. Graham leaves town, and then walks back in. He
sees a silver coin lying on the ground next to the wagon. He picks
it up. He sticks his hand in the barrel next to the wagon and
retrieves the fish from the barrel. He leaves town and walks west.
He enters the bakehouse alongside the river and buys a pie with the
silver coin. DO NOT EAT THE PIE. After leaving the bakehouse,
Graham walks west twice. He sees a bear tantalizing a beehive.
He tosses the fish to the bear. Queen Beatrice rewards him by
letting him retrieve a honeycomb from the hive. After getting
the honeycomb, Graham picks up the stick lying on the ground and
walks north. There he sees as dog digging in a magnificent ant
castle. He throws the stick to the dog to get it to leave the ants
alone. He then walks !
north to the gypsy camp. Then he walks west into the desert.
Once in the desert, Graham walks west until he gets to a large
opening in the cliffs. He takes a drink from the pool of water.
He then hides behind the rock next to the pool and waits for the
bandits to come and go into the temple. He watches the bandits,
and after they leave, he gets another drink from the pool and walks
east. He then walks south three times. He sees a skeleton on the
ground and picks up the shoe next to the skeleton. He then walks
south until he reaches the oasis. Here he takes a drink of water.
Now refreshed, Graham walks south once and then west until he
reaches a camp. He takes a drink from the pitcher of water at the
camp and then enters the first tent. He very carefully walks around
the bandit and retrieves the staff he saw them open the temple with.
He then leaves the tent, again being very careful so as not to wake
the bandit. He leaves the camp to the east, and walks north three
times. He gets a drink from the oasis. He then walks north until he
re! aches the cliffs, and then proceeds east until he gets to the
opening in the cliffs. He gets a drink from the pool, and then
walks up to the temple door. He knocks on the door with the staff
and enters the temple. He quickly picks up the brass bottle and
the gold coin from the floor. He then quickly leaves the temple.
He gets another drink from the pool, and then walks east until he
gets back to the gypsy camp.
Once in the gypsy camp, Graham gives the man the gold coin and
goes in to see the fortune teller. She gives him a magic amulet.
Graham walks east and finds a crying tree. He talks to the tree,
and continues east. He is now outside the entrance to the forest.
He puts on the amulet that the fortune teller gave him. He proceeds
into the forest, despite what Cedrik says. At the fork in the path,
he goes left. He continues around the path until he gets to the
witch's house. He gives the witch the brass bottle from the temple.
She is sucked into the bottle and now Graham can go into her house.
Once inside the house, he opens the trunk against the wall. He sees
a spinning wheel inside and takes it. He shuts the trunk and
retrieves a little yellow key from the lamp on the wall. He then
opens the drawer to the table and takes the pouch out. He then
opens the pouch. (To do this, go to inventory and click on the
pouch with the hands) He discovers three emeralds inside the pouch.
He the! n leaves the house. Once back out in the forest, Graham walks
east. He goes up to the large tree and uses the key on the little
door in the tree. He takes the little golden heart out of the tree
and goes west back to the witch's house and then goes west again.
He then puts the honeycomb on the path. After doing this, he throws
one of the emeralds down onto the path. A little elf comes to get
it. He throws the other two, and the third time, the elf gets stuck
in the honey on the path. He agrees to help Graham out of the forest.
He leads Graham into his underground home and gives him a pair of
shoes. Graham then leaves and returns to the entrance of the forest.
Now outside the forest, Graham walks west back to the crying tree.
He gives her the golden heart. She is restored to human form, and
Graham picks up her harp when she leaves. He then walks west once,
and picks up the tambourine from the ground where the gypsy camp
was. He walks back east and then south once. He gives the old gnome
the spinning wheel he found in the witch's house. The gnome gives
him a marionette in return. He then walks south once. Outside the
country inn, Graham searches through the haystack, and the ants
come to help him look through it. They find a golden needle and
they present it to Graham. He walks east and goes back to town,
but he sees a cat chasing a mouse, and throws the old shoe at the
cat. The mouse thanks him and he proceeds into town. He enters the
tailor shop and gives the salesperson the golden needle. In return,
he receives the blue cloak. He leaves the shop and enters the
toyshop. He trades the marionette for the sled. Graham leaves
the toy!
shop and enters the shoe shop. He gives the poor old lady the
pair of shoes from the elf and they give him a hammer in return.
Graham leaves the town and travels west back to the country inn.
He enters the inn, and approaches the men at the counter. They
imprison him in the cellar. The mouse comes and chews the rope
and Graham is freed. He picks up the rope and uses the shoemaker's
hammer on the cellar door handle. He breaks the lock and leaves the
cellar. He opens the cupboard (DO NOT GO THROUGH THE OPEN DOOR BACK
INTO THE INN, OR YOU WILL BE KILLED) and retrieves the leg of lamb
from inside. DO NOT EAT IT!! He leaves the inn through the door on
the left, and walks north. He then walks east twice. He uses the
tambourine on the snake and it slithers away. He then continues up
the path.Graham is now in the mountains. He puts on the cloak because
it is getting cold. He continues walking up the snowy path until he
comes to the frozen waterfall. He throws the rope onto the rock !
jutting out from the cliff, and starts to feel a little hungry.
He eats the leg of lamb from the inn. He thing climbs the rope to
the top of the waterfall. (SAVE GAME) He jumps across the rocks in
the following order: (click on them with the hand, not the walk
icon) 1 - 3 - 5 - 6 and then gets off on the other side. He walks
across the log and continues to the east. Cedrik gets captured by
a wolf, and Graham rides the sled down the hill. At the bottom of
the hill, his sled breaks and he continues to the east. He sees an
eagle perched on a rock. He talks to the eagle and finds that it is
very hungry. He gives the rest of the leg of lamb to the eagle and
then walks north into the ice castle. When the Queen orders the
wolves to kill him, Graham begins to play his harp. The Queen tells
him that if he can kill a yeti, she will release him and Cedrik. Sir
Wolf leads him out of the castle. Graham walks north towards the cave.
When he arrives at the cave, he throws the pie at the yeti and it
falls over the edge of the cliff. He then enters the c!
ave. He uses the hammer on the crystal in the center of the cave
and then leaves the cave and goes back to Sir Wolf. The Queen
releases him and Cedrik and they are lead out of the castle by
Sir Wolf. Here they go south. At the bottom of the mountains,
they walk over to the ladder looking thing and climb up to the
pool of water. Graham is captured and flown to a bird's nest.
Once in the nest, he hurriedly retrieves a golden locket from the
nest and then the eagle rescues him and flies him to the beach.
Graham picks up the iron bar from the beach and walks north. He
puts the beeswax leftover from the honeycomb in a hole in the boat
and gets in the boat. Once in the ocean, he sails south once, and
then east until he reaches an island. He he gets off the boat, he
is picked up and flown off by the Harpies. When they begin to
discuss eating him, he begins to play the harp again. They take
the harp and run off. He picks up a fish hook and walks southwest.
He sees Cedrik lying on th!
e ground and picks him up. He walks south to the beach. He sees
something lying on the ground and picks it up. It's a conch shell!
They get back in the boat and sail south once. Then they sail west
until they get back to the beach. Graham rings the bell on the little
hut and an old man comes out. Graham gives him the conch shell so he
can hear him. The man fixes Cedrik and helps Graham get to Mordack's
island.
Once on Mordack's island, Graham picks up the fish from the beach
and walks up the stairs. He uses the crystal from the Queen's cave
on the snake statues and continues north. When he reaches the castle
entrance he walks to the left side around to the back of the castle.
He sees a grate on the ground and opens it with the iron bar. He then
descends down into the hole. (SAVE GAME) (When using this map,
remember to turn it so it is facing the direction Graham is facing)
Using the provided map, Graham navigates the Labyrinth and goes to
the room with the letter "B" in it. He sees a creature in this room
and gives him the tambourine. The creature plays with the tambourine
and walks off, leaving his hairpin behind. Graham retrieves it and
continues through the labyrinth to the room labeled "D." He unlocks
the door using the hairpin and enters the castle.
Graham enters the room and opens the cupboard. He takes the bag of
peas out of the cupboard and closes it. He then proceeds into the
next room. He gives the girl scrubbing the floor the locket he
found in the bird's nest. It belongs to her!! They talk for a
while and Graham proceeds down the hall. He continues through
all of the rooms until he is captured by a strange blue beast.
The beast throws him in the dungeon. Once in the dungeon, Graham
looks into the mousehole in the wall. He uses the fish hook to
retrieve the piece of cheese from the mousehole. Graham then waits
until the girl pushes a brick in the wall. He follows her back out
of the Labyrinth and back into the castle. (SAVE GAME)
Graham proceeds through the castle again, following the same route,
and when the beast comes after him again, he throws the bag of peas
at him, causing him to fall. (If you don't get it the first time,
restore your game and try again.) Graham continues to through the
dining hall, up the stairs, and into Mordack's bedroom, which is
the room on the left at the top of the stairs. Somewhere along the
way, Graham encounters a cat. He throws the fish to the cat, and
then bags the cat in the empty pea bag. If not already there, he
continues to Mordack's bedroom and goes south into the library. He
flips through the book on the desk and reads the inscriptions. He
then goes to the top left corner of the library and waits there
until Mordack appears in his bedroom and lies down in his bed. He
then goes back into Mordack's bedroom and takes Mordack's wand off
the table. He leaves Mordack's room and goes to the room to the
right of the stairs. He walks up the staircase on the left side o!
f the room and goes to the strange machine at the right end of
the top level. He places Mordack's wand on the machine, and then
places Crispin's old wand on the machine. After he has done this,
he tosses the piece of cheese into the machine. The machine
transfers the power from Mordack's wand to Crispin's wand. Graham
takes Crispin's now glowing wand from the maching. Mordack appears
in the room and uses several spells to try to kill Graham. When he
becomes a flying lizard, Graham uses Crispin's wand on him and
selects the tiger spell. When Mordack becomes a dragon, Graham
uses the wand again and selects the rabbit spell. When Mordack
becomes a Cobra, Graham uses the wand on him and selects the
Mongoose spell. Finally, when Mordack transforms into fire,
Graham uses Crispin's wand on him and selects the rain spell.
A rainstorm puts Mordack out, thus killing him. The game is now
over and the final movie begins.